Ancalagon the Black: Level 77
HP: 1,800,000 (2,700,000 1 UP) (3,600,000) (5,400,000 Heart and Soul) (10,800,000)
Attack: 7,500
5GM Fire: 1000
5GM Bite: 1000
5GM Explosion: 1000
1GM Wing: 200
1GM Tail: 200
1GM Claw: 200
5GM Sonic: 1000
5GM Magic: 1000
5GM Dark: 1000
1GM Throw: 200
Ancient Dragon Flames: 7,500 (9,900) (10,900) (11,900) (83,300) (166,600) (333,200) (666,400)
Dragonic Forged Fangs: 2000 (9,500) (10,500) (11,500) (12,500) (87,500) (175,000) (350,000) (700,000)
1GM Throw: 200
Ancient Dragon Flames: 7,500 (9,900) (10,900) (11,900) (83,300) (166,600) (333,200) (666,400)
Dragonic Forged Fangs: 2000 (9,500) (10,500) (11,500) (12,500) (87,500) (175,000) (350,000) (700,000)
Sonic Blast: 7,500 (8,500) (59,500) (119,000)
Dark Blast: 7,500 (8,500) (59,500)
Magic Blast: 7,500 (8,500) (59,500) (119,000)
Wing/Tail/Claw/Bite Attacks: 7,500 (7,700) (21,300)
Throw: 7,500 (7,700) (21,300)
Defense: 7,500 (15,000) (22,500)(45,000)
5GM Shield: 1,000
Wing/Tail/Claw/Bite Attacks: 7,500 (7,700) (21,300)
Throw: 7,500 (7,700) (21,300)
Defense: 7,500 (15,000) (22,500)(45,000)
5GM Shield: 1,000
Flame Spirit Shield: 1000 (2000) (3000) (4000) (28,000) (56,000) (112,000) (224,000) (239,000)
Shadow Spirit Shield: 1000 (2000) (3000) (4000) (28,000) (56,000) (112,000) (224,000) (463,000)
Sound Spirit Shield: 1000 (2000) (3000) (4000) (28,000) (56,000) (112,000) (224,000) (687,000)
Smaugscale Pendant: 100 (1100) (7,700) (15,400) (30,800) (717,800)
Flamescale Pendant: 20 (1020) (7,140) (14,280) (28,560) (746,360)
Seath Crystal Pendant: 100 (1100) (7,700) (15,400) (30,800) (777,160)
Magicscale Pendant: 20 (1020) (7,140) (14,280) (28,560) (805,720)
Radio Dial Pendant: 100 (1100) (7,700) (15,400) (30,800) (836,520)
Sonicscale Pendant: 20 (1020) (7,140) (14,280) (28,560) (865,080)
Ancalgonscale Pendant: 100 (1100) (7,700) (15,400) (880,480)
Darkscale Pendant: 20 (1020) (7,140) (14,280) (894,760) (1,789,520) (2,684,280)
4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.
Centaur Heart
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
12- Volatile Crystals
6-Sound Stone
Abilities:
Darken The Sky: Signature Ability.This dragon's shocking wingspan blackens the entire sky. This will make the map function as if it were night if it is day, but will make the map pitch-black if it is night. Pitch black conditions will drop the movement of character who do not have enhanced senses by 2, but will also double night oriented the evasion boosts. Costs: 3 pg
Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.
Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg
Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg
Devour: This character may take a turn to eat fallen enemies, regaining around 30% of its HP by doing so. You must have just killed the enemy: Costs 1 pg
Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg
Sweeping Blow: If this unit chooses to use this attack, then they may only strike their foe once. However, if the blow lands, the enemy will be unable to retaliate. This attack may only be done with tail, tentacle, or mace type weapons. Costs: 3 pg
Devastating Flame Dragon Breath: Once every three turns, this character may exhale its flame breath at full force. This will strike five (8) squares in front of it in a straight line. Enemies will calculate their dodge chances separately. Enemies may counter-attack. Costs: 4 pg
Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg
Flame Body: This unit's body is covered in flames. Any enemies who start a turn next to the unit will have a 20% of catching fire, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (7520) (9520) (47,600) fire-type damage immediately. Costs: 6 pg
Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg
5-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.
Draconic Forged Titanic Fangs++: Massive fangs forged into the jaws of Ancalagon. These fangs remove the debuffs for using Jaws of Death. These fangs add flame and dark-type damage to the biting attacks of the dragon. These fangs boast 1000 (2000) base might.
1-Flame Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in fire and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Fire, Magic and Shield skill and item boosts.
1-Sound Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in sonic and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Sonic, Magic and Shield skill and item boosts.
1-Shadow Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in Dark and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Dark, Magic and Shield skill and item boosts.
Draconic Forged Eye: This eye has been implanted into a Dragon. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
6-Blaze Rod: A strange but powerful item. This item will boost the base might of flame element attack by 400. This item will only boost element attacks that include fire type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate.
Drop of Might
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Elite Ancient Dragon Spark: A spark of the blazing breath of Ancalagon. This item is impossible to steal. Boosts the total damage of "Ancient Dragon Flames" by 100%.
Scorching Spark Crystal: A crystallized spark breathed from the unspeakable heat of Anacalagon’s breath. This crystal will cause all flame breath type attacks to have a 30% (50%) burn chance. It will add 30% if the attacks already have a burn chance.
Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.
Hellish Stomach: If this character uses Devour, they will buff their attack by 30% for the next 3 turns. If this character uses the ability Swallow Alive, the damage will be doubled against the foe and the amount that this character heals will be doubled as well. This item prevents swallowed characters from auto-healing.
Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.
Mustafar Magma Shard: This item will harm characters who are not immune to fire. However, it will also increase all burn chance activations by 10%.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.
Vampiric Eye: This terrifying red orb is all that remains of a vampire's eye. A very rare drop from the elusive vampires of the Umbar Planes, this item will cause this character to heal 10% of all the damage it deals. This item is easily lost or stolen.
Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.
Choking Coil: A black coil that wraps around the throat of a dragon or other breath-weapon using character. This rare item will increase the range of breath attacks by 50%. This item cannot be stolen, though it may drop.
Mustafar Magma Shard: This item will harm characters who are not immune to fire. However, it will also increase all burn chance activations by 10%.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.
Vampiric Eye: This terrifying red orb is all that remains of a vampire's eye. A very rare drop from the elusive vampires of the Umbar Planes, this item will cause this character to heal 10% of all the damage it deals. This item is easily lost or stolen.
Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.
Choking Coil: A black coil that wraps around the throat of a dragon or other breath-weapon using character. This rare item will increase the range of breath attacks by 50%. This item cannot be stolen, though it may drop.
Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.
Frost Bite Ring: A ring from the world of the dark soul. This exceptionally rare item is easily dropped or stolen. However, it will grant resistance to ice type damage and halves the chance of this character freezing as well as increasing their thaw chance to 45%.
Frost Bite Ring: A ring from the world of the dark soul. This exceptionally rare item is easily dropped or stolen. However, it will grant resistance to ice type damage and halves the chance of this character freezing as well as increasing their thaw chance to 45%.
Titanic Strength Ring: This ring may only be used by titanic or larger characters. However, it will remove all weapon, armor, and item speed debuffs from the user. This includes debuffs from abilities like "Jaws of Death" and "Rapid Fists".
Dark Stag Eye: An eye ripped from the socket of the legendary black stag. Said to absorb all that is bright in the world. Grants resistance to light and sacred attacks. This item, though extremely precious, is easily dropped or stolen.
Dark Stag Eye: An eye ripped from the socket of the legendary black stag. Said to absorb all that is bright in the world. Grants resistance to light and sacred attacks. This item, though extremely precious, is easily dropped or stolen.
Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.
Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.
Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.
4-Poms of Power (Fire)
4-Poms of Power (Magic)
4-Poms of Power (Sonic)
12- Fire Gems
24-Night Sapphire
12- Volatile Crystals
6-Sound Stone
1-Air Gem: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.
Darken The Sky: Signature Ability.This dragon's shocking wingspan blackens the entire sky. This will make the map function as if it were night if it is day, but will make the map pitch-black if it is night. Pitch black conditions will drop the movement of character who do not have enhanced senses by 2, but will also double night oriented the evasion boosts. Costs: 3 pg
Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.
Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg
Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg
Devour: This character may take a turn to eat fallen enemies, regaining around 30% of its HP by doing so. You must have just killed the enemy: Costs 1 pg
Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg
Sweeping Blow: If this unit chooses to use this attack, then they may only strike their foe once. However, if the blow lands, the enemy will be unable to retaliate. This attack may only be done with tail, tentacle, or mace type weapons. Costs: 3 pg
Devastating Flame Dragon Breath: Once every three turns, this character may exhale its flame breath at full force. This will strike five (8) squares in front of it in a straight line. Enemies will calculate their dodge chances separately. Enemies may counter-attack. Costs: 4 pg
Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg
Flame Body: This unit's body is covered in flames. Any enemies who start a turn next to the unit will have a 20% of catching fire, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (7520) (9520) (47,600) fire-type damage immediately. Costs: 6 pg
Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg
Traumatizing Blows (II): The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 30% (60%) (80%) of the time. This ability only activates on physical attacks. Costs 6 pg
Flying Grab: The unit may attempt to attack their small or very small foe. This is somewhat clumsy, and it reduces hit by 15. If the attack lands, the character grabs their enemy and flies off with them. The character must be flying when initiating this attack. The character may then continue using any left-over movement, but each space takes two movement due to extra weight. Each space traveled gives throw damage to the enemy, and this ignores blocking and defense. Once the character has finished moving, they may throw their enemy up to two spaces away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. The enemy will take throw damage based off the character’s throw skill level. Costs: 4 pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. Costs: 4 pg
Swallow Alive: -20 hit. This character may swallow an enemy 1 size class smaller than them. After swallowing the foe, the enemy will lose 10% (20%) of their HP at the start of each turn. This is poison type damage, so immunities and resistances still apply. The character who has swallowed the foe will heal 5% (10%) of their HP at the start of each turn while the enemy is inside them. If the character who has swallowed the enemy does not attack the following turns, it may increase the damage taken by the foe to 15% (30%). The enemy may attack the character who has swallowed them, and they have a 100% chance to hit the predatory character. However, they may only strike once, and their total damage will be reduced by 25%. If this character wishes, they may take a turn to vomit out the captured character. Costs: 6 pg
Black Dragon Scales: This dragon's scales give it a unique ability based on their color. Black gives this character complete immunity to dark type damage. These scales also boost the total defense of the character by 50%. Costs: 5 pg
Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg
Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
Swallow Alive: -20 hit. This character may swallow an enemy 1 size class smaller than them. After swallowing the foe, the enemy will lose 10% (20%) of their HP at the start of each turn. This is poison type damage, so immunities and resistances still apply. The character who has swallowed the foe will heal 5% (10%) of their HP at the start of each turn while the enemy is inside them. If the character who has swallowed the enemy does not attack the following turns, it may increase the damage taken by the foe to 15% (30%). The enemy may attack the character who has swallowed them, and they have a 100% chance to hit the predatory character. However, they may only strike once, and their total damage will be reduced by 25%. If this character wishes, they may take a turn to vomit out the captured character. Costs: 6 pg
Black Dragon Scales: This dragon's scales give it a unique ability based on their color. Black gives this character complete immunity to dark type damage. These scales also boost the total defense of the character by 50%. Costs: 5 pg
Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg
Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield
Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg or Miracle Scale
Character Type: Dragon, Worldbreaker, Destructive
Weakness: Mild weakness to arrows. Weak to sacred weapons. Weak to light. Resists dark and magic. Extremely Resists all melee weapon damages except if the weapon is specifically designed for dragon-slaying. Immune to fire. Resists body type attacks. Extremely resists fear abilities.
Character Type: Dragon, Worldbreaker, Destructive
Weakness: Mild weakness to arrows. Weak to sacred weapons. Weak to light. Resists dark and magic. Extremely Resists all melee weapon damages except if the weapon is specifically designed for dragon-slaying. Immune to fire. Resists body type attacks. Extremely resists fear abilities.
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